My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Good

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Knight Royal Giant Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant Wall Breakers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Tornado

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Mini P.E.K.K.A Wall Breakers

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Royal Giant Mini P.E.K.K.A Wall Breakers

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Mini P.E.K.K.A

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Archers Royal Giant Wall Breakers Guards
Giant Snowball
Archers Wall Breakers Guards
Zap
Archers Royal Giant Wall Breakers Guards
Barbarian Barrel
Archers Knight Wizard Wall Breakers Guards
The Log
Archers Royal Giant Mini P.E.K.K.A Wall Breakers Guards
Earthquake
Archers Guards
Arrows
Archers Wall Breakers Guards
Royal Delivery
Archers Knight Mini P.E.K.K.A Wizard Wall Breakers Guards
Fireball
Archers Wizard Wall Breakers
Poison
Archers Wizard Guards
Lightning
Knight Mini P.E.K.K.A Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Knight Mini P.E.K.K.A Guards Tornado

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Wall Breakers Archers Knight Guards Tornado Mini P.E.K.K.A Wizard Royal Giant

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 Wall Breakers Archers Knight Guards

Attack Synergies 3 9

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Archers
Knight Royal Giant Mini P.E.K.K.A Wall Breakers
Knight
Archers Wall Breakers Wizard
Royal Giant
Archers Wizard Guards Tornado
Mini P.E.K.K.A
Archers Wizard Tornado
Wizard
Tornado Knight Royal Giant Mini P.E.K.K.A
Wall Breakers
Knight Archers
Guards
Royal Giant
Tornado
Wizard Royal Giant Mini P.E.K.K.A

Defense Synergies 2 10

Archers
Knight Mini P.E.K.K.A Guards Tornado
Knight
Archers Mini P.E.K.K.A Wizard Tornado
Royal Giant
Mini P.E.K.K.A
Archers Knight Wizard Guards Tornado
Wizard
Tornado Knight Mini P.E.K.K.A Guards
Wall Breakers
Guards
Archers Mini P.E.K.K.A Wizard
Tornado
Wizard Archers Knight Mini P.E.K.K.A

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Wizard
Mini P.E.K.K.A Knight
Mini P.E.K.K.A Tornado Archers Knight
Mini P.E.K.K.A Knight Guards
Mini P.E.K.K.A Tornado
Tornado Archers Guards
Tornado Archers Wizard
Mini P.E.K.K.A Tornado
Knight Guards Tornado Archers Mini P.E.K.K.A
Archers Guards Knight Wizard Tornado
Archers Wizard Tornado
Mini P.E.K.K.A Knight Wizard Guards
Wizard Mini P.E.K.K.A Guards Tornado
Mini P.E.K.K.A Knight
Tornado Mini P.E.K.K.A
Wizard Knight Mini P.E.K.K.A Tornado
Archers Knight Wizard Guards Tornado
Wizard Tornado Archers Knight Guards
Mini P.E.K.K.A Tornado
Wizard Archers Knight Mini P.E.K.K.A Guards

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Mini P.E.K.K.A Guards Archers
Archers Knight Mini P.E.K.K.A Wizard
Guards Knight Mini P.E.K.K.A
Mini P.E.K.K.A Guards Knight Tornado
Knight Mini P.E.K.K.A Guards
Wizard Archers Tornado
Mini P.E.K.K.A Guards Archers Knight
Mini P.E.K.K.A Knight
Knight Mini P.E.K.K.A Tornado
Guards
Knight Mini P.E.K.K.A Guards
Guards Tornado
Mini P.E.K.K.A Knight Wizard Guards
Wizard Archers
Guards Archers Knight Mini P.E.K.K.A Tornado
Archers Mini P.E.K.K.A Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Knight Guards
Tornado
Knight Guards
Wizard
Wizard Tornado
Archers Wizard Tornado
Wizard Tornado
Wizard Tornado
Mini P.E.K.K.A Guards Tornado
Knight Wizard Tornado
Archers Wizard Tornado
Knight
Wizard
Wizard
Tornado
Mini P.E.K.K.A
Archers Mini P.E.K.K.A Wizard
Wizard Tornado
Wizard Tornado
Tornado
Tornado Wizard
Wizard Tornado
Wizard Tornado
Tornado
Archers Wizard Tornado
Wizard Guards
Mini P.E.K.K.A
Wizard
Wizard
Archers Guards
Archers Wizard Tornado
Knight Mini P.E.K.K.A Wizard
Wizard
Tornado
Guards Tornado
Tornado
Tornado
Wizard

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